WolfkillArcadia 758 Report post Posted May 20, 2017 TLDR Hunting and gathering Baguettes New weapons New constructions New items Reworked loot table compiler Custom user key 3 will remove all active waypoints Arma 1.70 support XM8 Discord bot Much bug fix, such wow. Probably still not 100% bug free And so much more! Admin Info No database wipe is required Update the BE filters / scripts.txt Update the exile.bikey Run upgrade-1.0.2-1.0.3.sql in the server install package if you have an existing server. This just changes one attribute of one column Re-work of loot tables is required, see here Changes Added: XM8 3D model (had a dummy so far) Changed: Re-worked loot table compiler Changed: The way loot drops are calculated has been simplified for greater server performance - thx to @maca134 and @MGTDB for pointing out issues Changed: CfgLootTables has been renamed to CfgExileLoot. The old config is obsolete and can be removed. Added: Several animal AI finite state machines for different behaviour per animal species Added: Goat Added: Sheep Added: Hen Added: Rooster Fixed: Vehicles and containers could spawn flipped onto the side in rare situations - thx to @Bones51 and @DaveM for helping Fixed: Ammo hud not showing correct ammunition count with certain mods - thx to @exilerist Fixed: A utility function would not remove items from corpses - thx to @WolfkillArcadia for pointing out Fixed: "Plant Breaching Charge" scroll wheel option would not show up sometimes - thx to @MGTDB for pointing out Fixed: Removed black skin of the Arma 2 SUV. This car only has one skin and thus needs no vehicle customs entry Fixed: Some constructions outside of territories would never despawn - thx to @John for reporting Added: A more dominant alternative to toasts: Baguettes. Yes, you have read that correct. Baguettes. Fixed: Mission File config could not be obfuscated/built using mikero due to extra semicolons - thx to @StokesMagee for pointing out Fixed: Camera kits do not float when dropped onto the ground anymore. Fixed: An armillion of vehicle config warnings. Added: Blood effects on screen when taking damage. Added: APDS 8G Bullet Cam ammo. Fixed: The sales price of your equipped weapon would not include the value of the currently loaded magazine. Added: SA61 Added: M107 Added: KSVK Added: M4 Added: M16A4 Added: M16A2 Added: All Arma 2 AK's now support bipods Fixed: Muzzle Flashes would blink really weird on Arma 2 weapons Fixed: Doors would not open since Arma 1.68 patcherino Fixed: Adjusted MySQL table scheme to offer enough space for new Arma 1.68 hitpoints info Fixed: Contructions, vehicles and containers would rotate wrong since Arma 1.68 Fixed: Ingame sessions had a tiny chance of colliding, causing players not being able to spawn Changed: It is not possible anymore to attach locks to doors outside of your territory Fixed: Certain clan names would screw up the database Fixed: Rotating a vehicle would not work sometimes Added: Wood Ladder Added: Wood Draw Bridge Added: Reinforced Draw Bridge Added: Wood Floor Port (Small) Added: Reinforced Floor Port (Small) Fixed: Vehicles could be purchased without the required respect Added: Specifying a non-existent file in CfgExileCustomCode will now result in an error message in the .rpt file Added: 8G Bullet Cam magazines for M107 and KSVK Fixed: Shipping containers no longer being able to be destroyed and harvested Fixed: Config errors for breaching charges Fixed: Wrong map name and picture being displayed on the loading screen Fixed: Wrong variable for catch in updateMyPartyMarkerRequest. Thx to @Golias for pointing this out. Fixed: Wrong format used for while loop in a string util function. Thx to @Golias for pointing this out. Fixed: Loading screen no longer displays a map until the mission file has been received Added: A modified variant of the auto-run feature. It will take the terrain's gradient into effect to make the player jog or walk on steeper terrain. This can be enabled via a config option. Added: A prototype hunting / gathering system Added: Spray Can (Black) Added: Spray Can (Blue) Added: Spray Can (Green) Added: Spray Can (Red) Added: Spray Can (White) Added: Burlap Sack Added: 5.56mm Bullets Added: 7.62mm Bullets Added: Weapon Parts Added: Dog Steak "Alsatian" (Raw) Added: Dog Steak "Alsatian" (Cooked) Added: Cat Shark Filet (Raw) Added: Cat Shark Filet (Cooked) Added: Chicken Filet (Raw) Added: Chicken Filet (Cooked) Added: Dog Steak "Fin" (Raw) Added: Dog Steak "Fin" (Cooked) Added: Goat Steak (Raw) Added: Goat Steak (Cooked) Added: Mackerel Filet (Raw) Added: Mackerel Filet (Cooked) Added: Mullet Filet (Raw) Added: Mullet Filet (Cooked) Added: Ornate Filet (Raw) Added: Ornate Filet (Cooked) Added: Rabbit Steak (Raw) Added: Rabbit Steak (Cooked) Added: Rooster Filet (Raw) Added: Rooster Filet (Cooked) Added: Salema Filet (Raw) Added: Salema Filet (Cooked) Added: Sheep Steak (Raw) Added: Sheep Steak (Cooked) Added: Snake Filet (Raw) Added: Snake Filet (Cooked) Added: Tuna Filet (Raw) Added: Tuna Filet (Cooked) Added: Turtle Filet (Raw) Added: Turtle Filet (Cooked) Added: Using Custom User Key 3 will remove all active waypoints on the screen/map Added: Animal spawning and hunting Added: The loading screen will now show random quotes from our Discord community. Join our Discord and get your own text up there. Fixed: It was possible to interact with objects while controlling a drone - Thx to that guy who does not want to be mentioned because his teammates will abandon him. Fixed: One could run away from Russian Roulette by using auto-run. (nice one!) Added: XM8 Discord bot Changed: "XXX died of an unknown reason" has been made more clear. Changed: Fuel Barrel (Empty) and Fuel Barrel (Full) now have the correct icons and models Added: New Jets DLC vests to traders and arsenal Fixed: SPAR_02's have been made safe for Exile and now will not trigger the server side attachment filter (No more ERROR ERROR ERROR ERROR for those) Fixed: Melee actually does some damage to players now Fixed: Altitude will now display in kilometers once it gets above 999m. EG, 1400m will now display as 1.4k Added: Multiple different textures for the SUVXL New Meat Items The new raw meat items will be offered by the Food trader by default. However since a knife is used to hotwire vehicles, as well as, gutting animals, all meat items are priced higher to offset the rarity of knifes. Spoiler // Cooked Items class Exile_Item_SheepSteak_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_AlsatianSteak_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_CatSharkFilet_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_FinSteak_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_GoatSteak_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_TurtleFilet_Cooked { quality = QUALITY_LEVEL_4; price = 230; }; class Exile_Item_TunaFilet_Cooked { quality = QUALITY_LEVEL_3; price = 220; }; class Exile_Item_RabbitSteak_Cooked { quality = QUALITY_LEVEL_3; price = 215; }; class Exile_Item_ChickenFilet_Cooked { quality = QUALITY_LEVEL_3; price = 205; }; class Exile_Item_RoosterFilet_Cooked { quality = QUALITY_LEVEL_3; price = 205; }; class Exile_Item_MulletFilet_Cooked { quality = QUALITY_LEVEL_3; price = 200; }; class Exile_Item_SalemaFilet_Cooked { quality = QUALITY_LEVEL_3; price = 200; }; class Exile_Item_MackerelFilet_Cooked { quality = QUALITY_LEVEL_3; price = 190; }; class Exile_Item_OrnateFilet_Cooked { quality = QUALITY_LEVEL_3; price = 180; }; class Exile_Item_SnakeFilet_Cooked { quality = QUALITY_LEVEL_3; price = 180; }; // Raw Items class Exile_Item_CatSharkFilet_Raw { quality = QUALITY_LEVEL_2; price = 125; }; class Exile_Item_TunaFilet_Raw { quality = QUALITY_LEVEL_2; price = 120; }; class Exile_Item_AlsatianSteak_Raw { quality = QUALITY_LEVEL_2; price = 115; }; class Exile_Item_TurtleFilet_Raw { quality = QUALITY_LEVEL_2; price = 115; }; class Exile_Item_SheepSteak_Raw { quality = QUALITY_LEVEL_2; price = 115; }; class Exile_Item_FinSteak_Raw { quality = QUALITY_LEVEL_2; price = 115; }; class Exile_Item_GoatSteak_Raw { quality = QUALITY_LEVEL_2; price = 115; }; class Exile_Item_ChickenFilet_Raw { quality = QUALITY_LEVEL_2; price = 110; }; class Exile_Item_RoosterFilet_Raw { quality = QUALITY_LEVEL_2; price = 110; }; class Exile_Item_MackerelFilet_Raw { quality = QUALITY_LEVEL_2; price = 108; }; class Exile_Item_MulletFilet_Raw { quality = QUALITY_LEVEL_2; price = 108; }; class Exile_Item_OrnateFilet_Raw { quality = QUALITY_LEVEL_2; price = 108; }; class Exile_Item_RabbitSteak_Raw { quality = QUALITY_LEVEL_2; price = 108; }; class Exile_Item_SalemaFilet_Raw { quality = QUALITY_LEVEL_2; price = 108; }; class Exile_Item_SnakeFilet_Raw { quality = QUALITY_LEVEL_2; price = 108; }; Animal Spawning Config Animal spawning can be controlled in CfgExileAnimals in the mission file. Spoiler class CfgExileAnimals { /** * Should animals spawn on your server? Y/N? */ enabled = 1; /** * Should vanilla Arma animals (fish, rabbits, bees, etc.) be disabled? * We think it should, since it might confuse players if they cant eat them. *munches on bees* */ disableVanillaAnimals = 1; /** * Which animals to spawn. * Exile automatically spawns a color variation of that animal, if variations exist. * Each player (client) has a maximum of one animal at a time. * Exile checks which animal type can spawn in front of the player and then * picks a random one. * * For now it is like this: * * - Goats spawn on hill tops, but not in forests * - Sheep spawn on meadows, but not next to forests and not on hill tops * - Hens and roosters spawn next to buildings only * * => More animal types will follow in upcoming Exile versions, hopefully. */ animalTypes[] = { "Exile_Animal_Rooster_Abstract", "Exile_Animal_Hen_Abstract", "Exile_Animal_Goat_Abstract", "Exile_Animal_Sheep_Abstract" }; /** * Animals are always spawned in front of the player, but * at least a certain distance away. The radius is applied on top. * * Example: * Distance = 150 * Radius = 50 * * => Minimum Distance from Player = 150 * => Maximum Distance from Player = 150 + 50 * 2 */ spawnDistance = 150; spawnRadius = 50; /** * Specifies the minimum time in seconds between spawning animals. * When the animal diededed, this time has to pass before it spawns * a new one. * * It is a min/max setting, so the intervals will be uneven and a bit random. * By default it will take 5 to 10 minutes to respawn a new animal. */ minimumSpawnDelay = 5 * 60; maximumSpawnDelay = 10 * 60; /** * Clients will despawn animals if no player is in this radius around the animal * This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly. */ keepAliveRadius = 500; /** * Defines the minimum lifetime of an animal in seconds. During this time, right after spawning, * it will not despawn. (+-0..1 minute delay) */ minimumLifetime = 5 * 60; }; Loot Table Compiler Changes Find the documentation here. 18 Share this post Link to post Share on other sites